Last updated at 15:38, 12 Aug 2013 Uploaded at 0:47, 25 Jun 2013
Sneaking Detection Recalibrated OBME additions
REQUIRES Sneaking Detection Recalibrated
REQUIRES the Oblivion Magic Extender (OBME) plugin, since it adds new magic effects
NOTE that OBME is incompatible with the Custom Spell Icons OBSE plugin
This is an addon to the Sneaking Detection Recalibrated mod that allows magical wielding of the Blindness, Deafness and Muffle actor values added by it.
It does so by adding three new OBME magical effects for the corresponding AVs, and a few new magic items for the player to find and use.
So far there's only a version for Oblivion, I may do a Nehrim version if there's need of it.
The new magical effects behave like regular Oblivion effects: you can use them in spellmaking and enchanting, they fall under the schools of Alteration (Muffle) and Illusion (Blindness and Deafness)
A few ini settings can be customized under "Ini\SDR\SDR OBME additions - Oblivion.ini" to change how this addon distributes the new magic items, and how deafness works.
NOTE, very technical: these new magical effects are dynamic, i.e. if you want to remotely access them in a third party script, you'll likely only be able to do so using them as an explicit reference, through their formID. Trying to use their editorID name to retrieve their code is no good.
The Muffle scripted spells found in SDR have been changed to use the new Muffle effect, keeping their functionality unchanged. You may also find a few new enchanted shoes with Muffle effects in magical clothing loot.
New Blindness spells have been added in the form of spell tomes, which you can find in the vendor's leveled lists for sale, and in loot if the Spell Tomes official plugin is installed. Blindness spells may also be cast by enemy spellcasters.
New Deafness spells have been added in the form of spell tomes, which you can find in the vendor's leveled lists for sale, and in loot if the Spell Tomes official plugin is installed. Deafness spells may also be cast by enemy spellcasters.
Deafness has been expanded with new functionality, in the form of a spellcasting failure chance.
For both you and your enemies, the temporary + permanent modifiers to deafness can now cause a spellcasting failure, with the actor doing the spellcasting animation and magicka being burned, but no spell coming out.
As always, you can change how this works in the ini, or even disable it completely.
In addition, I've placed an enchanted weapon somewhere in the game, not very impressive, but maybe you're interested in a minor treasure hunt. Here's a clue: "Nothing in life is free, except for this."
You can customize in the ini how the new spells are distributed, and whether NPCs can use the new blindness or deafness spells against you. Their actual behaviour is of course determined by the core SDR rules for them.